in this thread:
ppl refusing to acknowledge the divinity of the one and only master race and hence discussing balance in 2v2, 3v3 and 4v4
endless offtopic gibberish
ppl not being able to spot trolls
on topic: ost is pretty meh in its current state |
how would you handle those is2's ??? seriously theyre too strong atm! |
That's the example of why COH2 is so casual friendly and stupid.
really? most of the ppl i got to try it were scared away by how much time you need to invest to be a decent player.
on topic: osttruppen are fun and non-meta-ish so yeah. i do love them too |
Unless what you gradually do is use your blob to isolate squads and wipe them.
Also, a blob allows you to take control of key sections of the map and hold them. Once you have your half of the map and the enemy's cutoff, what does it matter if your units are in one place?
sorry but if you cant keep track of the blob and lose single units to it thats just bad... it not like it wont be easy to spot
when hes at your cutoff with all his forces why not go for his then? unless its a terrible choke-pointy map like semoisky that will work. and even there you could go to the other side and cap
when i lose games its mostly because my opponent is better at microing and is doing better in a multitude of smaller engagements (resulting in me losing a unit here and there)
but yes when you see the blob you feel inclined to fight it... even with a smaller force. and that will slowly but steadily bleed you to death |
didnt read the whole thread, but im pretty sure someone said something along the lines of:
"blobbing is a bad way to play. you sacrifice a lot of map presence for a single powerful force that is vulnerable to anti-blob measures"
+1 to that
im very happy about blobbing enemies. only 1 engagement i have to focus on, no need to worry about my capping squads getting engaged while im not noticing it and just 1 target to shot all my indirect fire/abilities at |
wow. of all the things wrong with OKW, i dont think an immobile AA gun that cant be controlled (targeting) is one of them.
and placing that thing on the frontlines? lol any competent player will kill it or basically cap the whole map while your trying to defend it. group it up with medtruck? yes pls. so i can rain down shells on both of these trucks at the same time.
but yeah just drive one tank into it, lose it and be like "wow shit! that thing is OP!" especially when you could force the gun to engage another target (as i said you cant control where it shoots)
a püppchen in a building kann kill a sherman on its own, too... OP? i doubt it
people these days...
now, could we please go back to discussing the real issues with OKW? obers... shrek-blobs... maybe even vet 5? |
it annoys me that my flamers blow up almost immediately after i build them, while penals laugh at things like that |
True that and this is why army composition does matter.
One AG will reward you with wins in early engagements and get you more ground then additional gren would, but when you decide to spam them, you'll be heavily punished.
As the game goes on they are replaced by LMG grens and even pgrens if one likes to use them, becoming themselves cappers that will chase off other cappers and force proper response from opposing player.
I believe people complain not only because they don't translate well into the late game, but because spamming them is not effective, there seems to be general rule that says "if I can't spam it, it sucks" stuck in players heads.
Its not like they are the only infantry like that, as I've said already whole soviet core doesn't scale at all into late game as conscripts are demoted to being walking mines and exp piñatas past 10 minute mark.
+1 |
Thats not really how RTS games work.
Even in best RTS games, early game units are being replaced by late game tech, look at one of my all time fav RTS-WC3, footmen replaced by knights, orcs by taurens and so on.
Even in SC2 you wouldn't be using marines and zerglings after certain time, would you?
Its no different here except for the fact that one army is absolutely forced to use units that become completely irrelevant late game.
If you preserved your AGs, just use them for capping, they'll beat all other capping squads effortlessly.
And your example is flawed(just like it was flawed in coh1), you had late game unit with a price of early game one-if that is not the definition of imbalance, then I don't know what it.
but then neither wcIII nor scII work the way coh2 does. neither of them focus as much on unit preservation, hence id say your comparison is lacking in applicability
anyways, assgrens do scale in their inteded role as CQ-infantry, which gets completely obsolete as the game drags on and they also profit from gren bulletins, which ,although marginally, still improve them, so id vote for "assgrens are fine for what they are" |
But its not punishing blobs, its simply wiping a single, complete squad. Your reference failed.
As you admit you have no clue what I am talking about when refering to the damage type and the crit tables that are associated with it, why do you even reply?
I call it stupid design by mechanic. How do you think you can counter argument this if you dont even get what I am telling!?
what? damage type? ehm yeah. crit tables? where could one find them? not to be a jerk here, but do you even know what youre talking about? it does kill any infantry it damages, and thats it |